Cultural and Creative Sectors - Introduction - Bogota - May 8th, 2019 - Deloitte
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The Global Art Market is in the midst of a significant transformation, creating new opportunities Arttrends Finance trends Globalization& Expanding class ofultra-high- net-worth (UHNWI) democratization buyers Transparency, Financialization: regulation, art as a capitalasset professionalism Art & Art & technology, Finance Art secured digitization & lending virtualization Tax and New economicreality for public estate assistance cultural institutions, softpowerof culture, economic driver, world cultural heritage, cultural district, etc New business models& sales channels, Risk management, collection management creative sectors, culturalcitizenship and asset allocation Source : Deloitte Luxembourg - Art & Finance Report 2017 2 Introduction – Bogota – May 8th, 2019
Art & Finance is uniquely positioned at the intersection of three interconnected sectors Culture Finance • Large public museums • Private bankers • Private museums • Wealth managers • Corporate collectors • Family offices • Private collectors Art & • Private investors/collectors Finance • Public authorities (country, • Art/collectible fund promoters region, city, etc ) • Art insurance companies • Etc. • Art trading companies • Etc. Business • Companies selling art • Art & media companies • Digital art companies • ArtTech companies • Art logistics companies • Creative industries • Art fairs • Etc. Source : Deloitte Luxembourg - Art & Finance Report 2017 3 Introduction – Bogota – May 8th, 2019
Global UHNWI Art & collectibles Wealth 2016 to 2026 Estimates US$ 1.622 billion in 2016 to US$2.706 billion in 2026 Source: Deloitte Luxembourg & ArtTactic Art & Finance Report 2017 4 Introduction – Bogota – May 8th, 2019
The Deloitte Art & Finance involves today more than 24 countries in 6 continents Deloitte Luxembourg Deloitte UK Deloitte Belgium Deloitte Holland Deloitte Deloitte Poland Germany Deloitte Austria Deloitte Canada Deloitte Hungary Deloitte USA Deloitte Italy Deloitte Colombia Deloitte Monaco Deloitte Japan Deloitte Spain Deloitte China Deloitte Switzerland Deloitte France Deloitte Portugal Deloitte Nigeria Deloitte Israel Deloitte United Deloitte Singapore Deloitte Arab Emirates New Zealand 5 Introduction – Bogota – May 8th, 2019
Technological trends : Six forces that are practically shaping everything Automation Game Changing Technology Experience Cyber Security Innovation Connectivity Real-time Data Intelligence Public 66 Introduction – Bogota – May 8th, 2019
Case study : Art & Technology – Six keys facets – ARTTECHS Analytics Big Data: Better Chart title runs here data and analytics Digitization shifts the balance Security of power New technology Transparency, brings new traceability, mediums for copyrights, KYC- artists AML Art + Experience Technology Geography Blockchain Technology is making it easier to Reach: technology connects artists Use Cases August 2016 access and enjoy art Social Social media and diffuses art on a global scale ArtTracktive https://www.youtube.com/watch?v=u5SBhWgEE80 influences art and promotes artists Social https://www.youtube.com/watch?v=u5SBhWgEE80 communities 7 Introduction – Bogota – May 8th, 2019
Digital Technology has changed the field of art, in its production, distribution and reception • Digital art has expanded to include browser-based The Mori Building Digital Art Museum art, light art, generative or 3D video, interactive https://borderless.teamlab.art/ works or those using virtual reality • Do we have a market for it ? Is-it on the radar of the elites ? • Video Art : Bill Viola https://www.bing.com/videos/search?q=digital+art works+bill+viola+&&view=detail&mid=05986F279 B87CDA9A7AB05986F279B87CDA9A7AB&&FORM= VRDGAR 8 Introduction – Bogota – May 8th, 2019
Louvre Abu Dhabi : the world’s first and only radio guided highway art gallery 9 Introduction – Bogota – May 8th, 2019
Louvre Paris - Song APESHIT; Artist THE CARTERS Visitor trails JAY-Z and Beyoncé at the Louvre Thematic trail - Length: 1h30 - Tour days: Wednesday Thursday Saturday Sunday Source Youtube 10 Introduction – Bogota – May 8th, 2019
Cultural infrastructure in 2017 11 Introduction – Bogota – May 8th, 2019 Source : The Global Cultural Districts Network
Case study : The Luxembourg Freeport will contribute to the development of the creative economy in Luxembourg Art cluster Art experts Galleries Finance cluster Islamic (U)HNWIs Art fairs The Luxembourg Freeport will finance storage Perishable Fund have a positive impact on the Auction services goods Logistic cluster custody financial, logistic, ICT & houses logistic cultural sectors in services Luxembourg and will enhance Luxembourg creative Wealth Electronic Security cluster economy: transfer and physical Hallmarking • Cultural assets data storage of jewellery High tech • Valuable tangible assets logistic • Data centers for digital Listing & assets (music, film, Art trading of ETFs artworks, e-books, etc) financing on Lux S/E Fine Art • Attract online companies in logistic the art space Mounting • New art businesses to and framing Luxembourg Cash • New financial products and Art processing for services advisory services foreign Credit card • New financial players currency personalised centre Insurance • New logistic services cies • Etc Art stock Pharmacy Museums logistic Pick and pack Restoration • The storage facility should exchange be viewed as the first piece jewellery for distribution of a multi-dimension puzzle Artists Central Research depository /laboratories 12 Introduction – Bogota – May 8th, 2019
Long term trends: Development strategies must cope with the far-reaching cultural and technological shifts under way in our society Creativity Support the ability to Globalisation create and circulate Culture intellectual capital and Increased generate: interaction • economic growth, between • employment, • trade, Connectivity Economy • Innovation • social cohesion • cultural diversity • human development Technology Source: UNCTAD, Creative Economy report 2008 13 Introduction – Bogota – May 8th, 2019
Long term trends : new markets emerge to meet the new needs generated by the economic expansion Maslow pyramid Creative economy drivers Supply side Demand for manual labor Need for self- The underlying is down young people are fulfillment : cause of looking to the creative knowledge and expansion in both sectors which offer an beauty (aesthetics) the supply and the attractive lifestyle and demand curves is above-average economic People whose the increase : rewards materials needs are • in the numbers of largely satisfied and college-educated who have a high people and their level of disposable desire to make Demand side income remix their and buy creative ambitions and put products. Most rich countries spend a premium on • in internet reach more on culture and matters of the and the power of recreation than on foods mind search-and-share or clothing Digital technologies have created new opportunities for content, a new universe of online networks, user-generated content and interactive media, hungry for information, images and stories Introduction – Bogota – May 8th, 2019 Source: John Howkins, «The creative economy, how people make money from ideas» Penguin business 2013 14
The term creative industries group the following sectors: Other dimensions : Regional – National / Private – Public / Companies – Private individuals Art & Culture $ 485 bn Design $ 365 bn 1. Art 1. Architecture 2. Books 2. Design 3. Crafts 3. Fashion 4. Film 4. Toys/Games 5. Music 6. Performance 7. Video games Creative sector $3.6 trillion in 2012 5% of Worldwide GDP From $2.3 trillion in Media $ 792 bn 2002 Innovation $ 2,021 bn 1. Ad agencies 1. R&D 2. Magazines 2. Software 3. Newspapers 3. Dotcoms 4. Radio 5. TV Source: John Howkins, «The creative economy, how people make money from ideas» Penguin business 2013 15 Introduction – Bogota – May 8th, 2019
Creative economy in numbers and by core markets 2012 $ billions America Europe* Britain China Global Art & Culture 485 Art 18 21 13 14 56 Books 37 48 6 13 135 Crafts 6 6 1 8 42 Film 33 25 6 3 90 Music 15 19 4 ** 49 Performance 18 18 4 4 52 Video games 15 18 4 8 61 Design 365 Architecture 26 15 3 24 95 Design 41 39 8 25 165 Fashion 8 15 4 7 45 Toys/Games 21 17 4 9 60 Media 792 Ad agencies 24 20 7 3 58 Magazines 50 29 5 5 98 Newspapers 32 52 9 18 164 Radio 18 15 2 2 47 TV 145 105 18 22 425 Innovation 2,021 R&D 419 310 42 197 1,469 Software 137 78 31 35 310 Dotcoms n/a n/a n/a n/a 242 Total 1,043 850 171 397 3,663 Source: John Howkins, «The creative economy, how * The figures for Europe include Britain people make money from ideas» Penguin business ** Under $0.5 billion 2013 16 Introduction – Bogota – May 8th, 2019
UNESCO Approach : The Creative Industry Sectors – 11 sectors Description The Creative Industry Sector (CIS) can be described as the aggregation of the following 11 sub-sectors : Books Fine arts & Music Publishing Design Television Advertising Movies Performing Arts Radio Architecture Videogames/ Softwares US$ 2,250b of revenues & 29,5% million jobs worldwide, 1% of the world’s active population – CCI revenues worldwide exceed those of telecom services (US$ 1,570 b globally) The biggest geographic areas contributing to the revenue are (b: Top three revenue : billion) : • Television: $477b • Asia/Pacific: $743b • Visual art and design: $391b • Europe: $709b • Newspaper and magazine: $354b • North America: $620b • Latin America/Caribbean: $124b Top three employers : • Africa/Middle East: $58b • Visual art and design : 6.73 m • Books: 3,67 m • Music: 3.98 m 17 Introduction – Bogota – May 8th, 2019
Market Analysis of the Cultural and Creative Sectors in Europe (CCS) Cultural Activities Creative Industries Correspond to “those activities, whether ending in themselves or contributing to the Correspond to “those industries that use culture as an input and have production of cultural goods and services, which embody or convey cultural a cultural dimension, although their outputs are mainly functional. expressions, irrespective of the commercial value they may have” (UNESCO) They include architecture and design, which integrate creative AND/OR “industries producing and distributing goods or services that, at the time elements into wider processes, as well as sub-sectors such as graphic they are developed, are considered to have a specific attribute, use or purpose that design, fashion design, or advertising” (EC 183/2010) embodies or conveys cultural expressions, irrespective of the commercial value they may have. Besides the traditional arts sectors, they include film, DVD and video, television and radio, video games, new media, music, books and press (EC 183/2010) Cultural and Creative Sectors CCS means all cultural and creative sectors whose activities are based on cultural values and/or artistic and other creative expressions, whether those activities are market- or non-market-oriented, whatever the type of structure that carries them out, and irrespective of how that structure is financed. Those activities include the development, the creation, the production, the dissemination and the preservation of goods and services which embody cultural, artistic or other creative expressions, as well as related functions such as education or management. The cultural and creative sectors include inter alia architecture, archives, libraries and museums, artistic crafts, audio-visual (including film, television, video games and multimedia), tangible and intangible cultural heritage, design, festivals, music, literature, performing arts, publishing, radio and visual arts (EIF) Other cultural and Heritage, Archives Audio Visual & Education & Books and Press Visual Arts Architecture Performing Arts creative sectors and Libraries Multi media Memberships activities Library and Books’, Artistic creation Architectural Operation of Production, Tertiary Wholesale of archives newspapers’ and Photographic activities arts facilities recording and education musical activities journals’ activities (advisory, Performing arts distribution of Cultural instruments Museums publishing Specialised technical and its support motion picture, education Retail activities of activities activities and design activities consultancy, activities video and music Activities of auctioning houses Operation of retail sales in design and Radio and TV professional Renting of historical sites specialised planning) broadcasting membership jewellery, musical and buildings stores Publishing of organisations instruments, computer/video Activities of scenery and games other costumes membership Repair of books, organisations musical instruments 18 Introduction – Bogota – May 8th, 2019
The European CCS are renowned on a global scale and rank among the top performers Key observations about the European CCS: European CCS companies count among the leading world brands e.g. Universal, Bertelsmann, Pearson, LVMH, Gucci, Sotheby's, Rovio, Pathé, Nordisk, Spotify, KING, Supercell and many more European CCS activities achieve a significant market share: TV programme, Animation, Film, Music, Publishing, Art market, Fashion (international and local market) Europe hosts a thriving, agile and highly creative independent sector e.g. film, music, publishing, games Europe is renowned for excellence in Arts management and Live Events e.g. Museums/Festivals/Events European festivals and international trade fairs are amongst the largest in the world e.g. Frankfurt Book Fair, Cologne “Gamescom”, “Sonar” Barcelona, Cannes (Midem/MIPTV/Film Market), “Art” Basel, Salone Mobile/ Milano, Sziget European Art and Design schools rank among the best in the world e.g. Royal College of Art (UK), Aalto (FI), Politecnico di Milano (IT) Europe is home to a great number of heritage and gastronomic sites/tourism sites (most visited sites) – 50% of UNESCO sites 19 Introduction – Bogota – May 8th, 2019
The CCS represents a key market for the EU in terms of size, employment and value added CCS Share of employment out of total employment* Key Observations ≥4.0% In 2016: 3.0 – 4.0% The CCS represents more than 6.7 million 2.0 – 3.0% employees in the EU 1.0 – 2.0% The CCS accounts for 2.45 million companies Total value added amounts to EUR 290 billion CCS employment represents: ≥ 4.0 % of total employment in 1 country 3.0 – 4.0% of total employment in 11 countries 2.0 – 3.0% of total employment in 13 countries 1.0 – 2.0% of total employment in 3 countries *Source Eurostat, data for 2015 20 Introduction – Bogota – May 8th, 2019
The CCS’ economic weight is comparable to that of ICT and the accommodation and food services sectors Accommodation and food Criteria ICT CCS services Percentage of EU GDP (2015) 4%(2015) 4%(2015) 4.2%(2014) Value added EUR 570 billion(2015) EUR 252.9 billion(2015) EUR 290 billion(2016) Employment 6.3 million(2015) 11.1 million(2015) 6.7 million(2016) Number of companies 1.1 million(2015) 1.9 million(2015) 2.45 million(2016) Average company size 5.73 employees per company(2015) 5.84 employees per company(2015) 2.7 employees per company(2016) (Employment /Number of companies) Key Observations CCS’ contribution to GDP is similar to the sectors of ICT and Accommodation and food services CCS generates a higher level of value added than the Accommodation and food services sector The number of companies in CCS exceeds those in ICT and Accommodation and food services 21 Introduction – Bogota – May 8th, 2019
The CCS experienced overall positive growth in terms of the number of companies in most EU countries Evolution of CCS companies per country and growth rate between 2008-2016 0.4 60% Number of companies (Millions) CAGR between 2008-2016 0.35 50% 0.3 40% 0.25 30% 0.2 20% 0.15 10% 0.1 0% 0.05 -10% 0 -20% Countries 2008 2012 2016 CAGR 2008-2016 Key Observations Overall, the number of CCS companies has steadily increased over the period 2008-2016 with a CAGR of 4% In the EU, 22 countries experienced growth in the CCS between 2008 and 2016. Only 6 countries* saw a decrease in the number of CCS companies Regarding CAGR, the Netherlands, Slovakia, Lithuania and Estonia are the top performing countries (over 10% growth)** In 2016, the countries counting the most CCS companies were Italy (355,836), France (324,579), Germany (267,118), Spain (244,762), the United Kingdom (239,062) and the Netherlands (221,031) Source: Eurostat (figures based on NACE codes shown in Appendix) reference period leading to an overestimation. The same applies to France where the total number of Introduction – Bogota – May 8th, 2019 *The 6 countries that saw a decrease in CCS companies over the period 2008-2016 are: Italy, Greece, CCS companies in 2008 is underestimated due to unavailability of data in that year for several sub- 22 Malta, Austria, Poland and Portugal sectors. ** Please note that the high CAGR for Czechia is due the unavailability of data at the start of the
CCS companies play an important role in the majority of European economies as their share out of total service companies reaches at least 10% in most countries Share of CCS companies out of total services companies in 2016 3.5 25% Number of companies (Millions) 3 Share of CCS companies 20% 2.5 2 15% 1.5 10% 1 5% 0.5 0 0% Countries CCS Total Services Key Observations The Netherlands, Hungary, Lithuania and Slovenia are amongst the countries with the highest share of CCS companies in their economies On average the share of CCS companies out of all companies (i.e. total services) across the EU28 exceeds 10% making it an important contributor to local economies Source: Eurostat (figures based on NACE codes shown in Appendix) 23 Introduction – Bogota – May 8th, 2019
All CCS sub-sectors have seen an increase in the number of companies in past years Distribution of companies by CCS sub-sector in 2016 15,249 179,812 786,077 299,918 2,450,237 582,496 372,465 214,220 Total number of Heritage, Audio-visual & Performing arts Architecture Visual Arts Books & Press Other cultural companies in Archives & Multimedia and creative CAGR CCS Libraries sectors activities 2008- 2016 +4% +4% +6% +6% +1% +6% +1% +3% Key Observations Visual Arts Books & Press In the EU28 the number of companies has grown Architecture by 4% (CAGR) in the period 2008-2016 across all Sub-sectors with the strongest growth rates: sub-sectors Audio-visual & Multimedia In 2016, the largest sub-sectors in terms of Performing arts number of companies are: Visual Arts Performing Arts Source: Eurostat (figures based on NACE codes shown in Appendix) 24 Introduction – Bogota – May 8th, 2019
Overall, employment in CCS has grown since 2008 with some sub-sectors seeing significant growth rates Distribution of persons employed by CCS sub-sector in 2016 160,862 754,099 1,611,426 603,538 1,271,468 6,728,985 1,507,896 819,696 Total persons Heritage, Audio-visual & Performing arts Architecture Visual Arts Books & Press Other cultural employed in CCS Archives & Multimedia and creative CAGR Libraries sectors activities 2008- +1% +3% +3% +2% +1% +3% -3% +4% 2016 Key Observations The sub-sectors Other cultural and creative sectors activities, Audio-visual & Multimedia, Total employment in CCS amounts to more than Visual arts and Heritage, Archives & Libraries 6.7 million in 2016. It has remained stable over have seen the highest CAGR over the reference the period 2008-2016 with a CAGR of 1% period The sub-sectors with the highest number of The sub-sector Books & press has seen a decline persons employed are Books & Press, Performing in the number of persons employed over the arts, Visual arts and Audio-visual & Multimedia reference period Introduction – Bogota – May 8th, 2019 Source: Eurostat (figures based on NACE codes shown in Appendix) 25
Value added in the CCS has seen constant growth in past years reaching EUR 290 billion in 2016 Value added at factor cost 2016 (million Key Observations EUR) In 2016, total gross value added at factor cost Average (accross all sub-sectors) 41,747 € amounts to EUR 290.2 billion. The average gross value added across CCS sub-sectors amounts to 41.7 Other cultural and creative sectors billion Euro 36,565 € activities Over the reference period (2008-2106) the gross Audio-visual & Multimedia 63,507 € value added has consistently grown with a CAGR of more than 2% Performing arts 47,629 € Out of the 6 CCS sub-sectors for which data on gross value added was available, 5 have seen an increase in Architecture 25,674 € the gross value added over the reference period. The only sector that has experienced a moderate decline in gross value added is Books & Press Visual Arts 40,597 € The sub-sectors Books & Press and Audio-visual & Multimedia achieve the highest gross value added. Books & Press 76,242 € Furthermore Audio-visual & Multimedia achieves the highest compound average growth rate over the 0 € 20,000 € 40,000 € 60,000 € 80,000 100,000 € € reference period in gross value added Value added at factor cost 26 Introduction – Bogota – May 8th, 2019
Value added in the audio-visual and multimedia sub-sector has seen tremendous growth over the past years Distribution of value added in the AVM** sub-sector in 2016 (Million EUR) 22,328 2,780 4,447 29,512 63,507 2,165 221 601 696 757 Total Television Radio Sound Motion Publishing of Retail sale of Repair of Manufacture Reproduction programming broadcasting recording and picture, video computer music and other of musical of recorded and music and television games video equipment instruments media broadcasting publishing programme recordings in activities activities activities* specialised CAGR stores 2008- 2016 +5% +2% - 5% +10% +10% +26% -10% +10% +2% -10% Key Observations In 2016, nearly half of the gross value added in the AVM sub-sector is generated by Motion picture, video and television programme activities Activities related to Television programming and broadcasting activities, Sound recording and music publishing as well as Publishing of computer games contribute more than 40% to total gross value added While overall gross value added has seen a constant growth with a CAGR of more than 5%, Publishing of computer games has seen the strongest growth in the reference period amounting to over 26% (CAGR) 27 Introduction – Bogota – May 8th, 2019 Introduction – Bogota – May 8th, 2019
The surplus in the EU trade balance for cultural goods indicates an increased demand for EU cultural goods Key Observations Cultural goods are the products of artistic Exports: 10,535 creativity that convey artistic, symbolic and aesthetic values; examples are antiques, works of art, books, Imports: 12,603 newspapers, photos, films and music Balance in 2008 The EU’s cultural goods trade balance -2,068 switched from a trade deficit of EUR 2.068 million in 2008 to a trade surplus of EUR 1.857 million indicating an increased demand for EU cultural goods This change can be explained by an increase in exports (+3,2%) and a decrease in imports (-2.4%) Imports: 10,868 The main contributors to the surplus in the balance of trade for cultural goods are Exports: 12,725 works of art and books Balance in 2016 Cultural goods make up 0.65% of the 1,857 total EU imports in 2014 Cultural goods accounted for a 0.75% of In EUR million total EU exports Introduction – Bogota – May 8th, 2019 Source: European Commission 28
Survival rates of companies in most CCS sub-sectors outperform the benchmark of service enterprises in the EU Survival rates of CCS companies after 1, 3 and 5 years Survival rates of CCS companies after 1, 3 and 5 compared to a benchmark of all services enterprises compared to other industries 90 Retail sale of cultural and recreation goods in specialised stores 90 80 B&P 80 Survival rate after 1,3 and 5 years (%) 70 Survival rate after 1,3 and 5 years (%) Motion picture, video and television 70 CCS programme production, sound 60 recording and music publishing activities Programming and broadcasting activities 60 50 Architectural activities 50 Accomodation 40 and food Specialised design activities 40 30 Photographic activities 30 Information and 20 Communication 20 10 Perfoming arts Technologies 10 0 Libraries, archives, museums and other cultural activities 1 Year 3 Years 5 Years 0 Renting and leasing of other personal and household goods 1 Year 3 Years 5 Years Key Observations Key Observations Survival rates* for service enterprises** across the EU were: In the EU, CCS SMEs have similar survival 83% after 1 year rates after 1 and 5 years as companies in the 59% after 3 years ICT sector 45% after 5 years After 3 years, CCS companies still have a The CCS sub-sectors with the highest survival rates after 5 higher survival rate than the years are Architectural activities and Motion picture, video accommodation/food sector and television programme production, sound recording and music publishing activities * Survival rates are calculated based on an unweighted average across EU28 countries *** Motion picture: Motion picture, video and television programme production, sound recording 29 Introduction – Bogota – May 8th, 2019 ** “Service enterprise”: services of the business economy except activities of holding companies and music publishing activities
Apart from financial and risk considerations, CCS investment decisions should also take into consideration the social impact of CCS projects 1 CCS is important for young employment, inclusion and entrepreneurship CCS in the EU employs more people aged 15–29 years than any other sector 2 CCS encourages the participation of women compared to other sectors For instance, in the UK, in 2014, the share of women amounted to more than 50% of employees in the music industry 3 The CCS is driven by small businesses or individuals, which attracts agile and innovative employers 4 The CCS enhances the attractiveness of cities It provides the opportunity to engage in large urban development projects It has a positive impact on tourism It contributes to the creation of a local identity supporting social cohesion Introduction – Bogota – May 8th, 2019 Introduction – Bogota – May 8th, 2019 30
Cities are main investors in CCS to develop territorial attractiveness/regeneration and to support entrepreneurship “I have long believed that talent attracts capital far more effectively and consistently than capital attracts talent. The most creative individuals want to live in places that protect personal freedoms, prize diversity and offer an abundance of cultural opportunities.” Michael Bloomberg, former mayor of New York City and founder of Bloomberg CCS are at the heart of urban development strategies and a main contributor to urban economies and social development: CCS increase cultural offers and make cities attractive to talents, tourists as well as investors CCS encourage innovation (fablabs*, makerspace, cultural hubs and clusters) and hybridisation acting as laboratories to the new economy In large European cities 1 in 7 jobs are in the cultural and creative sectors In Greater London gross value added from CCS activities has risen from EUR 23 billion in 2003 to nearly EUR 47 billion in 2015 Introduction – Bogota – May 8th, 2019*Fablab: fabrication laboratory 31
Trends : The Global Art Market* : Value (€m) and Volume of transactions (m) 80,000 60 Value (€m) Volume (m) 68,237 70,000 67,380 65,875 64,550 63,287 63,751 63,683 50 62,020 60,000 57,025 56,698 56,948 54,425 40 50,000 39,511 40,000 30 35,903 30,338 30,000 20 21,052 21,074 20,000 10 10,000 0 0 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 Global Art Auction Market: 29,1 $bn Fine Art sectors: 14,4 ($bn) (21%): Source : Tefaf Art Market Reports & The Art Basel & UBS Art Market Reports Post War & Contemporary : 7,2 ($bn) *Global Art Market = fine and decorative art and antiques Modern : 4,2($bn) Impressionist and post impressionist :2,1 ($bn) 32 Introduction – Bogota – May 8th, 2019 Old Master : 0,9 ($bn)
Trends : The subscription model is replacing the traditional ownership model, giving CCS new growth opportunities Number of paying Spotify subscribers worldwide from July 2010 to January 2018 (millions) 80 70 Paying subscribers in millions 70 65 60 57 60 50 50 39 40 40 30 30 20 20 12.5 15 10 10 4 5 6 0.5 1 1.5 2.5 3 0 New Ways to Generate Revenues The subscription business model is gradually replacing the ownership model and becoming the main point of access to content e.g. Spotify, Apple Music, Amazon, Netflix, Google, Deezer, etc. Spotify has seen an increase in paying users from 40 million in September 2016 to 70 million in June 2018. There is an increased importance of social media, merchandising and live performances to generate revenues The main victims of this trend are retailers as well as actors in the lucrative home video market and CD sales In general, it can be observed that the younger generation shows new consumption patterns (more mobile in taste and usage) Sources: Spotify: Music Business Worldwide © Statista 2018 33 Introduction – Bogota – May 8th, 2019 Additional information: Worldwide; Spotify, July 2010 to January 2018
Trends : Global recorded music industry revenues 2010-2017 (USD billions) 20 18 16 14 12 10 8 6 4 2 0 2010 2011 2012 2013 2014 2015 2016 2017 Physical Digital (excluding streaming) Streaming Performance Rights Synchronisation Revenues Source: IFPI Global Report 2018 34 Introduction – Bogota – May 8th, 2019
Trends : Growth forecast for entertainment and media predict fast growth for virtual reality (VR) and over-the-top videos (OTT**) Total E&M* revenue with and without access spending***, 2017-2022) 3000 2500 2375 2400 2250 2125 2010 2000 1900 USD billion 1675 1500 1530 1570 1480 1500 1375 Total E&M Excl. Access 1000 500 0 2017 2018 2019 2020 2021 2022 Growth and productivity Total global Entertainment and Media (E&M) revenue will see a 4.4% CAGR rise over the five year forecast period through 2022, reaching USD 2.4 trillion in that year, from USD 1.9 trillion in 2017 In the EU, the video on demand (VOD****) market has grown from revenues worth EUR 1.165 million in 2013 to EUR 5.131 million in 2017. In particular, SVOD***** revenues have experienced exponential growth, from EUR 363 million to EUR 3.649 billion Magazines and Newspapers are experiencing a negative trend Source: Global Entertainment and Media Outlook, 2018 *** With access spending refers to the total spending of accessing content *E&M : Entertainment and Media including the subscription cost required to access content (e.g. broadband **OTT: over the top videos – OTT refers to content providers that distribute access and mobile internet) without access spending excludes these costs streaming media as a standalone product directly to viewers without *** VOD: Video-on-Demand dedicated distributors/telecommunications, broadcasting companies etc. ****SVOD: Subscription-Video-on-Demand 35 Introduction – Bogota – May 8th, 2019
Trends : Increased demand for content from global media/tech platforms 160 35% 140 30% Netflix announced USD 10 billion investment in content (2018), 1 billion Hours commissioned content 120 Int’l share of hours (%) 25% in Europe (Source FT 18/04/2018) 100 Alphabet/Google and Apple are 20% announcing huge investment to produce 80 content on dedicated platforms (FT 15% 60 05/02/2019 & FT 19/03/2019) 10% Subscription VOD service revenue in 40 Europe grew by 128% annually between 20 5% 2011 and 2016 (EAO, 2019) 0 0% 2013 2014 2015 USA International Share int'l hours 36 Introduction – Bogota – May 8th, 2019
Trends : In luxury and fashion, global sales have seen a strong rise in recent years and EU based players are among the key players Luxury goods global sales between 1996 and 2017 (in Market leaders pulling smaller actors EUR billion) Europe is leading in fashion, with several multinational firms such as LVMH, Gucci, Hermes, Burberry or Richemont Global sales of luxury goods were almost multiplied by three in the last twenty years Important investment in craftsmanship (France, Italy) to keep up with demand on quality products (leather, glass, ceramics, embroidery) Demand fuelled by consumers in developing economies (China notably) Significant M&A in the sector (Versace but also smaller brands largely foreign acquisitions) Importance of E-commerce platform (Zalando) Source: FT, “How Europe has become a powerhouse in luxury” 37 Introduction – Bogota – May 8th, 2019
Trends : The global video games market is growing rapidly due to the expansion of new technologies Global video games market revenues (EUR, European video games market revenues billion) (EUR, billion) 154.84 146 133 4.1 4 121 107 94 57% 57% 82 54% 2.7 75 51% 62 67 40% 46% 34% 23% 29% 1.8 1.8 18% 22% 21% 19% 34% 30% 27% 24% 37% 38% 36% 45% 30% 27% 25% 24% 23% 22% 39% 35% 32% 0.4 0.2 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Germany UK France Spain Italy Poland Romania Console games PC games Mobile games Key Observations Key Observations The global video games market is growing. In The biggest EU players account for around 2018, it was worth around EUR 121 billion and EUR 15 billion of the total EU market is projected to grow by 27% until 2021 representing around 12% of the global market Mobile gaming is the largest segment The biggest markets are Germany, UK followed accounting for around 50% of the market in by France, Spain and Italy 2018 Introduction – Bogota – May 8th, 2019 Introduction – Bogota – May 8th, 2019 38
Trends : The EU entertainment software industry has seen a constant growth of yearly revenues and EBITDA margins outperformed those of the EU Software and ICT services industry EBITDA Margin (%) Revenues – Yearly growth (%) 29.8% 27.4% 139 CARG 11.5% 19.6% 21.8% 100 104 98 12.6% 12.2% 13.2% 12.2% CY2014 CY2015 CY2016 CY2017 EBITDA Margin EU Entertainment software industry (%) CY2014 CY2015 CY2016 CY2017 EBITDA Margin EU Software and and ICT services industry… Revenue growth (100 basis) Key Observations Key Observations The EU entertainment software industry had a The entertainment software industry in the EU higher EBITDA margin than the EU had a CAGR of 11.5% for the last 4 years software and ICT services industry during the last 4 years The entertainment software industry’s total revenue growth in EU increased by 39% since The industry in EU reached a record EBITDA 2014 margin of 29.8% in 2015 and has decreased ever since to a level of 21.8% in 2017 Introduction – Bogota – May 8th, 2019 Introduction – Bogota – May 8th, 2019 39
Case study : CCS Guarantee Facility – Key features Financial intermediary’s portfolio of CCS CCS GF’s capped (counter-) related transactions to SMEs guarantee proposed features Structured in the form of guarantees or (Counter-) Guarantee counter-guarantees Rate on a loan-by- loan basis: usually Free-of-charge (counter-) guarantee 70% (Counter-) Guarantee rate typically set at max. 70% Risk retained (Counter-) Guarantee cap rate: 10%, 18% or by the 25% Financial Intermediary (Counter-) Guarantee term: 10 years minimum (Counter-) 20% of the Pari-passu ranking Guarantee Cap original Rate: 25% ,18% State aid consistent portfolio or 10% based on EIF’s professional Free-of-charge customised capacity judgement) building services EIB Global Loan could be used to partially fund the portfolio (optional, subject to EIB approval) 40 Introduction – Bogota – May 8th, 2019
CCS Guarantee Facility - Eligible entities and Debt Financing Debt Financing where SMEs* and Small Public Enterprises** that: Max loan amount: EUR 2m Have a CCS NACE code; or Min Maturity: Intend to develop a CCS project with the debt 12 months financing; or Purpose: In the last 24 months before the transaction approval: Investment Have been operating in the field of CCS and Business Transfer intends to continue doing so; or Working Capital Have received debt financing for a CCS project Max Collateral Requirements: by European or national CCS institution/association; Assets used for the business activity or Personal guarantee from the owner(s) Have been awarded a CCS prize; or Have filed copyrights, trademarks, distribution rights, etc. in the CCS field; or Have benefitted from tax credit/exemption related to development of intellectual property rights or CCS activities 41 Introduction – Bogota – May 8th, 2019
The Capacity Building activities Tailored to the needs & experience of each FI Motivation behind Capacity Building: While the risk-sharing mechanism of the CCS GF incentivizes Financial Intermediaries (FIs) to extend loans to CCS companies, FIs require further support. A main reason for this is FIs’ limited experience of engaging with CCS companies and understanding of the underlying business models. To overcome this, Capacity Building will help you… …Understand the business models and specificities of operators of the CCS, …Market financial products to the CCS market and build a prospecting strategy, …Assess the credit risk associated with SMEs in the CCS within the specific context of CCS value chains and B2B relationships, …Broaden your financing activities to new sub-sectors within the CCS. Within the context of the CCS Guarantee Facility, Capacity Building is optional, free of charge, can be delivered on-site or virtually and will be tailor made to your specific needs. 42
CCS specifics and value chain example The financing needs of CCS SMEs depend on their positioning on the value chain of the different CCS sub-sectors Typical CCS value chain Exhibition/ Creation Publishing Dissemination/ Trade Reception/ Transmission Consumer Production (physical) Retail Distribution (physical) management Content Creation Publishing Book opening events and Production (digital) Distribution (digital) exhibitions Overview Each CC sub-sector has its own specificities in terms of business model and market structure. However, there are certain characteristics which are common for all CC sub-sectors: Dependence on intangible assets and often intangible nature of the projects and production, Value chain is dominated by a network of agreements with partners, and 2/3 of the revenues are based on B2B relationships Complex and evolving business models subject to external trends such as technology disruptions and shift in consumer preference (digital distribution channels, impact of social networks, sharing vs. ownership- based consumer consumption etc.) Introduction – Bogota – May 8th, 2019 Source: Mapping the Creative Value Chains - A study on the economy of culture in the digital age, 2017 43
Socially Responsible Investment (SRI) Socially Responsible Investment (SRI) is an investment strategy that incorporates environmental, social and corporate governance (ESG) factors within the investment process Is there a future for Socially Responsible Cultural Investments ? 44 Introduction – Bogota – May 8th, 2019
The Creative Industry Sector United Kingdom The UK’s funding policy covers various commitments : • Direct funding through the Arts Council England Development Funds (2018-22/£72.M per year) • Approx. £13B of tax relief granted to the industry granted since 2010. Funding It is to be noted that the CIS is well established in the UK, to the point that private Creative venture specialists have emerged and are also investing. The UK masters the industry like no other and the government made a clear statement to be the leading nation for CIS. On the top of extensive fundings, the UK strategy is also all across the board: • Inclusion of Creative careers programs in existing schools (London Screen Academy) and a dedicated school opening (Arts & Media School – Islington) Initiatives • Online piracy and copyright infringement campaign • Numerous Music education hubs across the country • Access to finance • Education and Skills • Communications / Digital Infrastructures • Intellectual property : Robust support for copyright – effective enforcement – Intellectual Property Office • International : Export and inbound Foreign direct investment The UK creative economy is mature enough to have its own professional association at the Macro level (i.e. not only sub- Organizations sectors), the Creative Industries Federation. Besides, every CIS is supported by one or several professional association, which has a clear scope and strategy. 45
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Government interventions across the value chain Supply Side Market efficiency Demand Side Create capabilities for talent to build Ensure that the market is operating Drive demand and protect and sustainable careers smoothly, especially for SMEs increase domestic IP Talent development Smart government Branding Provide skills to monetize talent Offer digital one stop shop for processes Establish city-level brand and national (for example permits) status Education Inclusive policy building Market access Provide formal and technical training Form a single office to represent specific Support fairs, festivals, and international interests trade Investment Cluster development IP development Subside training, studios, trips and Build focused hubs to reduce Use diplomatic and legal levers to more, co-fund innovation market access costs retain and protect Tax incentives Access to finance for SMEs Offer rebates on expenses and tax Provide low-cost loans to reduce holidays for top talent capital barriers 47 Introduction – Bogota – May 8th, 2019
Case study : Luxembourg steps to develop the cultural and creative sectors • Bottom-up approach – listen to the stakeholders • Strong leadership – define objectives • Sectors mappings – who does what in which field – what are the strengths of the countries • Federate stakeholders – Digital platform – networking event – directory • Awareness that CCI is one sector and be able to speak with one voice – Sector starts to better organizing itself • Develop financing tools (bridge financing for the production) grants, - Understand the value chain – creating the bridge between the creative world and the finance world • Promote at national & international events CCS – Marketing & communication • Develop education programs (creative – business – commercial – marketing/communication) addressing the lack of knowledge • Create a resources center – data – template – communicate on the helps, etc • Art Incubators (hacker spaces, accelerators, fab labs, co-working spaces • Develop a legal status for the “creative” persons • Cross-border collaboration • Digital environment and regulation (e-commerce- Fair streaming : Rights distribution keys to establish greater transparency and economic justice) • Tax regulation – tax credits, tax shelters, • IP regulation and infringement management and enforcement services • Regulatory environment to be a competitive place to do business / Censorship limited 48 Introduction – Bogota – May 8th, 2019
The Creative Industry Sector The Netherlands The Netherlands have made a point to be one the most Creative economy in Europe by 2020. Accordingly, the State has setup public and semi-public investment funds dedicated to certain CIS: Funding The Performing Arts Fund (EUR 43 M), the Cultural Participation Fund (EUR 20M), the Mondriaan Fund (EUR 26M), the Netherlands Film Fund (EUR 49M), the Dutch Foundation for Literature (EUR 10M), the Creative Industries Fund (EUR 15M). Since the financing of the CIS is well structured into the funds listed above, the State has a low engagement, but the funds are helping businesses through their own initiatives. Some of them have shown ingenuity, to reward CIS actors and foster the collaboration at the same time : Initiatives • The Netherland Film Fund offers a EUR 50k value post-production service to an award-winning film maker, • HiphopHuis is a foundation advocation for the music production and education, which has directly beneficiated from financial advisory of the Culture + Entrepreneurship (the knowledge center for entrepreneurship in the cultural sector) • The Mondriaan Funds organizes the Prix de Rome, rewarding best young visual artists. Professional associations represent various CIS in the Netherlands : • Architecture : Association of Dutch Designers Organizations • Games : Dutch Games Association • Advertisers : bondvanadverteerders • Television : Nederlansde Berôepsvereniging van Fim en Televisimakers 49
The Creative Industry Sector China China economic strategy is known to be supporting its growth by two means : • Protectionism policies such as restriction or high taxation to foreign investments China’s • Collaborating with leading foreign organization in order to acquire industry knowledge. In 2011, the government launched its first national cultural industry fund, scaled at EUR 2,6 B EUR. Funding In 2017, the government published its Film Industry promotion law supporting national productions. A Film School was created in 2014. The Chinese government supports and funds international exhibitions to tour national public museums in China. Exhibitions usually include an exchange of expertise between public museums and are seen as a way of building international cooperation and domestic capacity through knowledge exchange. Despite the primacy given to national production, regulation has recently been loosened to facilitate the inflow of foreign capital : • Until 2015 game consoles were banned. Currently Foreign game developers must work with local publishers to distribute games in China Initiatives • In August 2016, the National Development and Reform Commission announced plans to establish a national VR/AR lab • Incentives include a reduction in import duty on foreign art, from 12% to 3% • Chinese government supports the ‘internationalization’ of theatre sector : Loosening restrictions on foreign ‘performance agencies’ Almost every professional association in China is state-owned and is aimed to serve the national strategy rather than defending the interests of industry members : • Software and video games : China software industry association Organizations • State Film Bureau • General Administration of Press and Publication • Beijing Industrial Design Center 50
The Creative Industry Sector South Korea Although the country has been growing exponentially over the past decades, especially in the development of technologies and digital creative content the government has not officially publicized its funding commitment to this growth. • In 2016, the Government participated to a EUR 51 Million investment in the region of Pangyo, to build Korea’s “Sillicon Funding Valley”, hosting 1,300 companies, including broadcasting networks, video game developers, software developers. • It is to be noted that the South Korean government, by mean of several ministries, has invested the equivalent of EUR 2,7 billion in the Korea Fund of Funds, which invests in Korean films, Broadcasting, Multimedia content. • South Korea has invested in venues such as the $200 million Gocheok Sky Dome, used for K-pop concerts that attract national and global stars. Other non-financial initiatives have been led to foster the growth of CIS, notably : • In 2014, the Center for Creative Economy and Innovation (CCEI) with the ambition to operate institutional programs to help businesses expand internationally. CCEI has offices in every Korean region to facilitate local inclusion. Initiatives • South Korea and UK have signed a agreement in order to jointly explore new markets for creative industries. • Recently, the government also allowed the creation of crowdfunding platforms through the Capital Markets Act. • South Korean has also established South Korean cultural centers globally, in major countries to spread the popularity of Korean culture Professional associations are involved to produce market researches, and a platform for member’s collaboration • Software : Korea Software Industry Association • Music : Record Label Industry Association of Korea Organizations • Movie : Korean Film Council • Video Games : Korea Game Developers Association • Architects : Korea Institute of Registered Architects 51
The Creative Industry Sector United States The US trade policy being historically so liberal, government support is overall limited at the federal level. The support Is embodied through the National Endowment for the Arts budget which budget available for funding in 2017 was only US$ 128M, of which only US$11M were used for the sub-program “creation of art”. Funding Other funding policies come from local authorities (states and cities) which help to foster local economy, such as : • The California Arts Council has a US$ 21M budget to support art creation • The Los Angeles development fund disburse loans to businesses for an undisclosed amount Public help to support the export of American productions can be hardly found. Support does exist at the local level : • Nashville has an extensive list of non-financial resources to connect artists from the music industry together • New York has its own Office of Media and Entertainment, and has set up a fund dedicated to women’s movie Initiatives production, facilitates trainings for movie production, helps with the promotion of locally made movies. • Film LA is specialized in helping the planning and management of logistical aspects in filming a movie in Los Angeles. • San Francisco’s Office of Economic and Workforce Development conduct various initiatives including minor funding of local bookstores Many groups work at the federal level to defend each CIS member interest : • Movies : Motion Picture Association of America • Softwares and gaming : Entertainment Software Association Organizations • Interior designers : American Society of Interior Designers • Fashion : Council of Fashion Designers of America • Advertising : American Association of Advertising Agencies • Publishing : Association of American Publishers 52
The Creative Industry Sector Canada Canada’s strategy – “Creative Canada” to grow the CIS is well defined and is based on three pillars : Invest in Canadian Creation, Export Canadian content, and strengthen public broadcasting. and clearly turning to abroad. Funding Although the total budget of this policy is unknown, there are many funds dedicated to help specific CIS, such as the book fund, the media fund, the music fund, the periodical fund, the travelling exhibitions indemnification program, the Film or Video Production Tax Credit, creative export program, and the movable cultural property grant. Funds listed above have a very straight forward approach as it the case for the creative export program which makes the country CIS growth successful. Initiatives of this program implies direct contact with other countries : • in 2018, under the influence of the government, a mission name “Canadian Heritage” involving 60 CIS businesses toured in China to export Canada’s creative content. The operation tallied CAD 125M worth of trade agreements. Initiatives • The action is to be repeated in 2019 in Mexico, Argentina and Colombia. Others past and future destinations are proudly disclosed by the government. Additionally, the government has provided mandate to the BC Immigrant Investment Fund Ltd. to support the video game industry. In 2018, the fund held CAD$ 34M of investment and CAD$ 90M of loans^. Canada’s professional associations are many and have a clearly stated vision for their respective CIS: • Medias : Canadian Media Producers Association (CMPA) • Architecture : Royal Architectural Institute of Canada Organizations • Design : Registered Graphic Designers • Publishers : magazines Canada • Video Games : the entertainment software association • Music : Canadian Music Publishers Association 53
The Creative Industry Sector United Arab Emirates Through the Dubai holding umbrella organization the government is directly involved in CIS; with sub-organization ruling certain industry, such as TECOM, involved in movie and media production. Dubai Creative Cluster Authority was created in 2014 (renamed Dubai Development Authority since), and manages 3 child Funding agencies : Dubai International Film Festival, Dubai Design and Fashion Council, Dubai Film and TV commission. Although the financial involvement of these organizations into CIS is unknown, they rather act as accelerators for new and existing businesses, by providing business assistance. Dubai Creative Industry Sector is strongly focused on forward-looking technologies (see below). Indeed, the government has made the bold statement to be “10 years ahead of any other city”. This strategy takes form in very innovative projects : Initiatives • First fully 3D-printing office in the world, as part of the 3D-printing worldwide hub strategy • Fast-tracked accelerator program • Foster the creation of innovative technologies for the launch of the museum of the future • Bolster the creation of innovative drones, during the drones for good award • Help the creation of Artificial Intelligence and Robotic solutions with the AI & robotics award for good Thanks to the umbrella setup of the holding, businesses are integrated into clusters : • Design : the Dubai Design District • Movie production : Dubai studio city Organizations • Press : Dubai Press Club 54
The Creative Industry Sector Saudi Arabia Saudi Arabia has a very audacious development plan “Vision 2030”. The strategy for CIS growth mostly takes place in its Public Investment Fund (PIF). In 2017 the fund was worth EUR 200 billion in assets. Funding The Kingdom has a clear strategy to develop cultural heritage, as part of the sub-program Quality of Life. The 2020 targets are to provide the EUR 64.1 million grant in film sub-sector, EUR 45.3 million grant in performing arts sub-sector, EUR 16.7 million grant in literature sub-sector, and EUR 14,3 million grant in visual arts sub-sector in addition to EUR 7 million cultural fund. The PIF is financing various significant development initiatives (see below). Saudi Arabia has invested massively on upcoming “Giga projects” which partly embeds CIS c: - the Kingdom is about to open its own creative hub “Hayy : creative hub”. It is supposed to open by 2020. - Neom project is US$ 500 Billion and aims to be the world’s future leading example on many aspect, including media production, entertainment, digital sciences Initiatives - Under the Qiddiya project, the PIF will invest up to EUR 2 billion for the creation of a large scale entertainment center notably with a theme park, exhibition and performance facilities. - In October 2017, KSA launched its own e-commerce-amazon-like website www.noon.com. - The PIF is also investing in the semi-public fund “SoftBank Vision Fund”, across all technologies and geographies, including worldwide. Due to historical restrictions in the country, professional associations are scarce. Organizations 55
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